Ghost Master
Windows version
Who are THEY gonna call?
The Good
In the grand tradition of Peter Molyneaux, we have âGhost Masterâ. The main idea of the game is quite simple: scare the bejesus out of unsuspecting people in their respective domiciles with your legion of ghosts.
At first you have a meager assortment of ghosts, and you will collect more increasingly powerful ghosts as you advance through the game. The ghosts belong to different classes with their own unique aspects. For example, Elemental ghosts can manipulate nature, Vapor ghosts influence emotions, Horror ghosts shock mortals with grotesque visions, etc. Within the classes, each ghost has its own individual power. The power is determined by their âfetterâ, aka a tangible object or place where a ghost can be bound, such television sets, bedrooms, or thoroughfares. If youâve ever seen the âGhostbustersâ films, youâll know all of this ahead of time.
The mechanics of the missions are very similar to games such âDungeon Keeperâ or âBlack & Whiteâ. The interface itself even reminds me of the former. It may seem a bit clunky at first glance, but if youâve played the aforementioned games, youâll have no difficulty.
After selecting a mission from a world map, much like âDungeon Keeperâ, youâll be taken to a screen to select the ghosts you want to use for the mission, or the game can choose for you. You are administered a supply of ectoplasm, which you mustnât waste, or the mission will fail. Once inside the mission, you must carefully place each ghost at their respective fetter in order to make everyone pee themselves with fright. As the ghosts scare the mortals, your supply of ectoplasm will increase. Of course, the opposite will occur if youâre not scaring anyone.
This game is all about power and superiority, and I often found myself laughing maniacally as the pathetic mortals ran from the locale screaming and hands flailing. The manners in which one can frighten people are nearly endless as I attempted to find more effective placement methods for my haunts. Brilliant!
In addition, many of the missions are tributes (or parodies) of famous horror films; i.e. "The Calamityville Horror".
The Bad
The main issue with many god games is that the mission objectives often remain the same throughout the entire game, and âGhost Masterâ is not immune to this. âScare the crap out of everyoneâ is certainly a fun objective, but itâs the only one, and it can definitely cause boredom after a time.
The gameâs camera is among the worst Iâve ever seen in this genre. Rather than following a simple-yet-effective idea with the camera angles a la âDungeon Keeperâ, the game gives you too many viewing options, and you might find yourself struggling with finding a comfortable viewpoint rather than having fun. I myself found the âstraight downâ view to be the best.
Also, if youâre expecting an undemanding type of game, youâre gravely mistaken. Donât let the cartoonish aura fool you; this is most definitely a game of trial and error. You may have several goes at a mission before finding the combination of ghosts that works best for you.
The Bottom Line
This is a very enjoyable and imaginative game that puts refreshing spin on the god game genre. If you are a fan of any of Peter Molyneauxâs work, or even Will Wright (creator of Sim City and The Sims), you will positively adore this game. Just donât expect a plug-and-play gaming experience.
by HandofShadow (49) on September 13, 2004